Engaging games and exercises that make learning chess fun. Perfect for whole-class participation. Full instructions for all six
Each player starts with 8 pawns. First to get a pawn to the other side wins! Great for teaching pawn movement and strategy.
Teams take turns, one move each, then step back for the next player. Everyone has to read a position somebody else created.
Everyone works the same set of puzzles. Score it against last week rather than against each other — see the instructions for why.
Move a knight around a section of the board without landing on the same square twice. Start small — the full-board version is genuinely hard.
One player has a piece (like a knight), the other has a pawn. Knight must capture the pawn before it promotes!
Students mark a square when they spot a check, a castle, a promotion — in any game on the table. Builds vocabulary and noticing.
Each activity below is written to be run as-is: what it teaches, what you need, how to start it, what usually goes wrong, and how to stretch or simplify it. None of them need every child to have a board, and none of them need you to be a strong player.
If you want the printable material, the lesson plans and worksheets are free to download and use in class.
Teaches: pawn movement and capture, planning two moves ahead, the idea of a passed pawn.
Setup: eight pawns each, on their normal starting rows. Nothing else on the board. White moves first.
How to run it: you win by getting a pawn to the far side, by capturing every enemy pawn, or if your opponent has no legal move. Games last two or three minutes, so plan for three or four games in a fifteen-minute slot and swap colours each time. Announce the winner of each game only to the pair — a whole-class leaderboard turns this into a contest between children rather than a conversation about pawns.
What usually goes wrong: children capture forwards. Pawns move forwards and capture diagonally, and that split is the single most confusing rule in the game for a beginner. Expect to correct it for the first two sessions. The other argument you will referee is en passant — leave it out entirely at first, and introduce it a few weeks later as a special rule once the two-square opening move is automatic.
Easier: four pawns each on half the board. Harder: add a king each, which turns it into a genuine endgame and introduces check without the complication of other pieces.
Teaches: reading a position you did not create — which is what analysing a game actually is.
Setup: two teams of four to six at one board. One board serves twelve children, so a class of thirty needs three.
How to run it: team members take turns to make one move each, then step back and let the next player forward. A player may not move twice in a row, and the order stays fixed so nobody can be skipped.
What usually goes wrong: the strongest player on each team starts directing everyone else from behind, and the quieter children become hands that move pieces for somebody else's plan. The fix is a rule, not a request: no talking while it is your teammate's turn. If you want the discussion back, use the variation below rather than letting it happen by default.
Variation worth using: "say it then move" — the player at the board must state in one sentence why they are making the move before they touch a piece. It slows the game down and it is where most of the teaching happens.
Teaches: pattern recognition — spotting that a position contains a familiar shape.
Setup: the same set of eight to ten puzzles for everyone, on paper or on screen.
How to run it: everyone starts together and works through the set in order.
What usually goes wrong: a race rewards the children who were already quickest and tells everyone else something they already suspected. Two ways to keep the format without that cost: score against the child's own previous week rather than against each other, or make it a single class total — how many puzzles did the room solve between us — which makes the strong solvers start helping instead of finishing early and waiting.
Where to get the puzzles: the puzzle sets are sorted by difficulty, and the daily puzzle gives the whole class the same position to argue about. If your class is set up on NGChess, puzzles you assign appear on each child's own page with their progress recorded.
Teaches: how a knight moves. This is the piece beginners get wrong for longest, because it is the only one whose move cannot be traced along a line.
Setup: a knight on a corner square. Do not start with the full board — a full eight-by-eight tour is a genuinely hard problem and will end the activity in frustration.
How to run it: start on a four-by-four section of the board and ask the child to visit every square exactly once, marking each visited square with a counter or a scrap of paper. When a pair manages it, move them up to five-by-five.
A better first version: "knight from a1 to h8" — get the knight from one corner to the opposite one and count the moves. There is a six-move answer. Children will find seven or eight first, and the conversation about why six is possible teaches more than the tour does.
Harder: put four pawns on the board as obstacles the knight may not land on, and ask for the shortest route again.
Teaches: that a pawn one step from the far side is an emergency, and that a knight is slower than it looks.
Setup: one pawn, four or five squares from promoting, with a clear path. One knight for the other player, somewhere across the board. No kings and nothing else.
How to run it: the pawn player tries to reach the far side; the knight player tries to capture it or stand in its way. Swap roles and play again — the two sides are completely different problems and children should meet both.
What usually goes wrong: the knight chases the square the pawn is on, arrives a move late, and the child concludes the knight is useless. This is the moment worth stopping the room for: the knight has to go to where the pawn will be. Once a child does that on purpose, they have understood something that applies to the whole game.
Easier: start the pawn further back, or the knight nearer. Harder: give the pawn player two pawns, or swap the knight for a bishop — a bishop on the wrong colour can never catch the pawn at all, which is a discovery worth letting them make rather than telling them.
Teaches: vocabulary, and noticing. Children who can name what happened can talk about their games.
Setup: a grid of chess events — a check, a capture with a knight, castling, a pawn reaching the far side, a piece that moved three times, a draw offer.
How to run it: children mark a square when they see that thing happen.
The important rule: they mark it when they see it in any game on the table, not only their own. If it only counts in their own game they will play badly on purpose to complete the card — offering a draw in a winning position, castling when they should not. Watching someone else's board for the event is the version that teaches something.
Making the cards: keep the events to things the class has already been taught. A card with "a fork" on it before you have taught forks is a square nobody can mark. The pattern library has the named motifs with example positions if you want to teach one first and put it on next week's card.
The activities are not interchangeable — each one assumes the children can already do something. This order works for a class starting from nothing, one session a week.
| Week | Activity | Why here |
|---|---|---|
| 1 | Pawn Battle | Needs one rule. Everyone can play a full game on day one, which matters more than covering the whole board. |
| 2 | Capture the Pawn — knight | One pawn, one knight, nothing else. A whole game with two rules. |
| 3 | Knight's Tour — corner to corner | The hardest movement, given its own session rather than buried in a full game. |
| 4 | Capture the Pawn — bishop | Swap the knight for a bishop: on the wrong colour it can never catch the pawn. |
| 5 | Puzzle Race | First activity that assumes the pieces are known. Now it is about seeing. |
| 6 | Chess Bingo | Needs vocabulary from the previous five weeks to have anything to mark. |
| 7 | Chess Relay | Assumes a child can look at a position and form an opinion. Last for a reason. |
If you want the same progression as written lessons with objectives and homework, the lesson plans cover the same ground in a format you can hand to a colleague.
Ratings and win counts are a poor measure over a half-term — they mostly record who arrived able to play. Three things are more useful, and you can check all of them by walking round the room:
If your class is on NGChess, the puzzles you assign record who attempted what and which motifs are being missed, which answers the first of those three without asking children to sit a test. Students join with a class code and a first name — no email addresses, no passwords.
Start with shorter activities (10-15 minutes) and gradually increase as students build stamina. Always end while students are still engaged.
Mix skill levels in team activities so stronger players can help beginners. Rotate partners regularly to build classroom community.
Keep competition friendly. Emphasize improvement over winning. Consider team-based rewards rather than individual prizes.
Alternate between individual and team activities. Include both physical board activities and digital options for variety.
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